Help with the Addiction Obligation

By LogansArray, in Game Masters

Have a player in my secondary group who is a hoot as the Glitterstim addicted Twi'lek Bond girl the party would love to rid of on one hand, but help smooth gears with a lot of agencies along the way.

My question is where is the addiction obligation supposed to take a character? Its functioned well as a plot decive and constant motivation for her to seek out some serious scum to get a hold of it. (quite expensive) The problem is, it is getting a little played out, so can the Addiction obligation be used in reverse? I.E. motivation is giving up the obligation? Or does this crossover with a different obligation?

Barring her dropping addiction, how does one get rid of it? I mean at what point do I take the obligation to zero, since constantly pursuing an addiction should only increase its rating?

This is the only obligation that's given some confusion, and I could use some advice.

This is also a popular subject, as the Addiction and Obsession Obligations aren't as straightforward as, for example, Bounty, or Debt.

http://community.fantasyflightgames.com/index.php?/topic/112161-reducing-obligations-that-arent-straightforward/#entry1178411

http://community.fantasyflightgames.com/index.php?/topic/111947-playing-with-obsession/?hl=%2Baddiction+%2Bobligation#entry1175439

Those are a couple of long threads featuring a lot of ideas about how to manage Addiction (and, relatedly, Obsession) Obligations.

The short answer is that, for Addiction, what I would do is give the player a series of story points where their Addiction threatens or affects things they love or care about. The PC could make choices and either increase their Addiction by sinking into it and becoming more of an addict, or they could deal with it by making hard choices and avoiding what they're addicted to.

It requires a strong, mature, roleplayer though. Maybe not that guy with the 10 Soak in your campaign :)

Edited by progressions

In particular, such story points should be structured so that the easy/pleasant/profitable way of resolving them will feed the addiction and possibly increase the obligation.

Fighting the addiction and reducing the obligation should require the player to make difficult/unpleasant/costly choices. In other words, she should have to voluntary accept undesirable outcomes in order to reduce her obligation. She can choose not to accept those outcomes; but then her obligation will not be reduced and may actually increase.

It requires a strong, mature, roleplayer though. Maybe not that guy with the 10 Soak in your campaign :)

lol absolutely NOT him. Thanks for the links though I didn't know it was sucha popular topic.^^

In particular, such story points should be structured so that the easy/pleasant/profitable way of resolving them will feed the addiction and possibly increase the obligation.

Fighting the addiction and reducing the obligation should require the player to make difficult/unpleasant/costly choices. In other words, she should have to voluntary accept undesirable outcomes in order to reduce her obligation. She can choose not to accept those outcomes; but then her obligation will not be reduced and may actually increase.

THIS is exactly how I want to handle it then. The player likes the addiction, and enjoys the trouble and adventure it causes, but I was hoping to show it also takes its toll, and if she sees taking it continually ADDS to the obligation I think it will help motivate her and make for some good drama later on.

A little scary, but it could also prove a sobering method of retirng the character as well (something she and I have talked about in the past). Thanks for the help guys!